Group: Premium member Posts: 8796 Joined: February 23, 2002
Hey guys. I've been working on an action platformer, inspired by the modern Prince of Persia and Castlevania games. I'd be really grateful if you'd take a few minutes to try it out and tell me what you think, either on your PC, or on your XBox 360 if you have a Creator's Club membership.
The current build has maybe 5-10 minutes worth of gameplay in it, so I'm still primarily looking for general feedback - how do the controls feel, how does the art look, how is the audio, etc. Anything goes, though - if you have specific feedback about the level currently in the game, I'd be glad to hear it.
Keyboard Controls: Left/Right : Move Hold Left/Right (Towards Ledge) : Grip Ledge/Plate Up : Mantle Hold Down : Crouch A : Jump D : Punch Attack F : Dagger Attack Hold Left/Right (Towards Wall) + A : Wall Rebound Left Shift : Backdash F12 : Open Debug Menu ~ : Open/Close Level Editor
XBox 360 Controls: Left/Right : Move Hold Left/Right (Towards Ledge) : Grip Ledge/Plate Up : Mantle Hold Down : Crouch A : Jump X : Punch Attack Y : Dagger Attack Hold Left/Right (Towards Wall) + A : Wall Rebound Left Trigger : Backdash Right Bumper : Open Debug Menu
Here is a screenshot:
And here is some random youtube footage:
Note: The 360 version of this will definitely cost money, since XBLIG has no support for free games, and the PC version might eventually cost money as well. Is this compatible with the forum rules? I remember the old rules were very much anti-commercial but there isn't a rules thread now, so I'm unsure.
Group: Member Posts: 4520 Joined: November 05, 2006
Nice graphics, did you pay someone to draw them?
I didn't notice any bizarre behaviour, except that I don't know if it's because of my obsolete computer but the game is rather slow
The sandbox level runs faster so I think it's due to my pc
Found a glitch, when you make a platform that moves diagonally and you're standing on it it works fine when going down/left right but when it's going up/left right it doesn't (the player character slides away from it)
The sandbox level runs faster so I think it's due to my pc
Found a glitch, when you make a platform that moves diagonally and you're standing on it it works fine when going down/left right but when it's going up/left right it doesn't (the player character slides away from it)
Thanks, that's good to know - I don't think I had tested platforms that moved diagonally in a while. I'll probably be using them later on so I should make sure I fix it.
Ah, yes, that would probably be it. Surprised it ran at all. :D
It might run better for you if you go into the graphics options and lower the resolution, to like 800x600. You might also get a better framerate in fullscreen mode.
Group: Premium member Posts: 5531 Joined: March 25, 2003
combat was kind of difficult. When I tried to crouch and hit the enemies, the attack button wouldn't respond at times. everything else was pretty solid so far. I really like what you've done in terms of animation and sound. looking forward to playing more of this.
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Group: Member Posts: 4520 Joined: November 05, 2006
Also when you use the "AttachTo" function in the editor you should code it so that it doesn't move the entity/geometry/whatever from where it is, for example if you place a switch on the top of a moving platform and "attach" it to the platform the switch will appear in another position
combat was kind of difficult. When I tried to crouch and hit the enemies, the attack button wouldn't respond at times. everything else was pretty solid so far. I really like what you've done in terms of animation and sound. looking forward to playing more of this.
If the combo meter at the top of the screen is red, that means your attacks are locked out because you missed the combo timer. I probably need to make this way more obvious. There's also a short delay before attacks are enabled again, which could do with some UI.
Were there specific things about the combat that felt difficult, or was it just the attacks? I know that right now it can be quite difficult to avoid enemies' attacks since they have a very short wind-up animation.
Did you find anything else confusing?
Quote from: Mince Wobley
Also when you use the "AttachTo" function in the editor you should code it so that it doesn't move the entity/geometry/whatever from where it is, for example if you place a switch on the top of a moving platform and "attach" it to the platform the switch will appear in another position
Thanks, I think that used to work correctly but I probably broke it.
Group: Premium member Posts: 8796 Joined: February 23, 2002
There's a new build up with an additional section of the aqueducts and a boss fight. Check it out and tell me what you think! Lots of stuff has changed; one particularly big change is that I added a slide attack that is useful for beginning combos against small enemies.
Here's a playthrough video, if you get stuck or just don't feel like downloading:
That boss fight is gruelingly long, in my opinion. I guess it's not really THAT long(3minutes I guess so bad) but it felt like it took forever. I'll have to play it myself tomorrow morning to see if it's that long when you're actually playing it or if it's just because I'm watching a video of someone playing a game.
That boss fight is gruelingly long, in my opinion. I guess it's not really THAT long(3minutes I guess so bad) but it felt like it took forever. I'll have to play it myself tomorrow morning to see if it's that long when you're actually playing it or if it's just because I'm watching a video of someone playing a game.
Some of my favorite boss fights in this type of game have been much longer - for example Eligor and Dracula in Order of Ecclesia - so I don't think 3 minutes is necessarily too long. But you may be right; the boss fight is rather simple and monotonous at present, not nearly on par with either of those examples. I was more afraid of the boss feeling like a pushover than I was of it being too hard/tedious so I leaned towards making her have a large health pool.
Very impressive looking, I am downloading it now and will make a write up of what I think afterwards.
Programming, writing, most of the level and game design, and bits of sound fx/art here and there. Everything else was done by my artist and sound designer.
Alright, after attempting the first level on a keyboard... I must admit this game is EXTREMELY difficult on a keyboard.
It's probably just me though; because I use the arrow keys over A and D.
Hopefully I can get my hands on a Xbox 360 controller, and give this game a real test.
If you didn't notice (it's not in the readme) you can use the arrow keys instead of WASD if you like. You can also use H and L instead of Q and E for Backflip and Slide.